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Re:Dungeon Generator by MichaelBurge on Sunday September 11, 2016 @07:30AM (#12472912)
It looks like this script uses the image it's writing to as part of the algorithm(extending pixels until they hit rooms, etc.)

For more complex maps, it might be worth using something like DOT to define the abstract graph, and use any image generator tools to layout the dungeon. As a bonus, it would generate curved hallways to link the rooms.

https://en.wikipedia.org/wiki/DOT_(graph_description_languag...

You seem to have specific requirements for the image to be easily loadable into a Voxel engine, so it may be that this method wouldn't be useful.

Re:Dungeon Generator by nergal on Sunday September 11, 2016 @09:09AM (#12473178)
It does not use the image itself. The whole map is an 2d array. The image just represents that 2d array.

I've added a more detailed description how to use the array and its values to the README file.

Re:Dungeon Generator by atomicstack on Sunday September 11, 2016 @08:51AM (#12473109)
I started running some games of Paranoia last winter, and found this tool to be quite useful for generating layouts: http://donjon.bin.sh/fantasy/dungeon/

There is also a pure-JS version which works offline, downloadable from here: http://donjon.bin.sh/apps/

Re:Dungeon Generator by Fjolsvith on Sunday September 11, 2016 @10:17AM (#12473455)
I wrote a VB dungeon generator from Appendix C: Random Dungeon Generation Tables in the Advanced Dungeons and Dragons Dungeon Masters Guide back in the day. It made some totally awesome dungeons and output them in a bmp that had a light-blue grid, black dungeon walls and floodfill areas in the rooms and halls. It compiled a complete legend of room contents, door information, trap information, etc., and output that as a text file. I will have to search and see if I can find it.